With new models, animations, maps, music, and naturally including an all new exciting plotline, all backed up by extreme amounts of coding. As far as a total conversion goes, we prefer to call JKG a game, more than a mod. Except for the fact that we want to bring you all this, completely free of charge!

Hey everyone quick news update. Jkgalaxies.com is back online, it has been disabled for a few days due to the fact that we used up our monthly bandwidth allowance during the Launcher Test. Oops. You guys broke it! Good job, that's what these tests are for. As a result, we're currently working on finding some alternate file hosting solutions. Apparently we'd need about 250GB a month (at least), and finding this for free is proving to be a bit of a challenge. We have some promising ideas though for that and I hope to have some more news for everyone come mid-august. Because we don't want to exceed our bandwidth again, I've temporarily disabled the launcher so you won't be able to install JKG using it. However, you are welcome to use our temporary direct file install here: Dropbox.com and then edit the launcher's ini config file if you want to use the launcher to play.

Basically if you're installing for the first time what you'll do is download the manual zip folder install. Extract it, then move the extracted contents to where you want to install (eg: c:\program files\JKG\)

Then, after installing the launcher you'll need to edit the Settings.ini file located in the same file as the JKGLauncher.exe

Here is a sample of what those settings should look like if you've never installed using the launcher before:Pastebin.com

Simply adjust the paths to point to the correct locations on your machine. The JKG install path is where JKG is installed (where you put the contents of the zip folder), while the JKA install path is where you have Jedi Academy installed (shouldn't be the same). Media path is where you want screenshots and so forth stored. Keep in mind that this is very hacky and you don't normally have to do this with the launcher, it is just if you would like to continue testing it while we have the install packages disabled.

Thanks for your patience and support, we look forward to seeing you in game!Also a special remark of thanks to NightCrawler for his support during this time and for his assistance writing this post.

The basic idea is that everyone starts out as a regular plain old citizen of the StarWars galaxy. Then as you make your way in the world, do "quests", help npcs, make decisions, and level up you will choose new skills/abilities. Depending on what you choose, will determine what kind of person you will be. So if you want to go "pure" Jedi, you'd avoid spending xp on gun related skills and so on. (Or vice-versa if you want to become a gun totting mercenary). Of course, in order to learn certain types of skills you may need to join a particular faction and at least convince the npcs of your loyalty. Just remember to spend that precious xp wisely, as we don't plan on allowing players to 'respec' (at least not without some consequences). Hopefully that helps clarify what we have in mind. Finally, yes, if you decide you want to join the Rebellion or Imperial Navy then you will be able to provided you make the appropriate choices and convince them of your loyalty.

Good idea but but how would you put skills into gun related stuff When you just aim and shoot and it isn't the SWTOR/KOTOR/Galaxies combat system? Is there a hard chance of hitting something with a blaster when you start off?

Gun skills would work differently than that. It'd be things like: can shoot while sprinting, guns carry 25% more ammo, can cook grenades, less screen shake when taking damage, increased accuracy while crouching, etc...